Generate weapons


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  • Weapon
    Large axe
    1D6+1 DAMAGE
    SkinIvy leaf decal
    Tags
    MEDICAL

    Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.

    LUCKY

    Rolling an ultra success while attacking with this weapon grants the user one WAR DIE.

    MEDICAL

    Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.

    Weapon
    Weapon
    Heavy machine gun
    1D6+2 DAMAGE
    SkinLight-up piping
    Tags
    NON-LETHAL

    Does not deal DAMAGE; has a 3-in-1D6 chance to knock unconscious on a success.

    ELECTRIFIED

    Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.

    QUICK-DRAW

    Attacks that target enemies drawing their weapons will always succeed.

    Weapon
    Weapon
    Sword
    1D6+1 DAMAGE
    SkinMusic notation
    Tags
    EXPERIMENTAL

    When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).

    ELECTRIFIED

    Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.

    ANTI-MATERIEL

    Deals double DAMAGE to vehicles and structures; cumbersome to carry around.

    Weapon
    Weapon
    Carbine
    1D6 DAMAGE
    SkinPure hard light
    Tags
    CUSTOMIZED

    Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.

    MENACING

    Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee.

    SAPIENT

    Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.

    Weapon
    Weapon
    Hand cannon
    1D6+1 DAMAGE
    SkinTartan print
    Tags
    ACCURATE

    Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.

    STUN

    Those damaged by this weapon cannot move or act until their current HP changes.

    LUCKY

    Rolling an ultra success while attacking with this weapon grants the user one WAR DIE.

    Weapon
    Weapon
    Anomalous weapon
    2D6 DAMAGE
    SkinCV dazzle
    Tags
    COLLAPSIBLE

    Easily concealed, no matter the size; will never be detected during pat-downs.

    POISONED

    When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.

    COLLAPSIBLE

    Easily concealed, no matter the size; will never be detected during pat-downs.

    Weapon
    Weapon
    Heavy misc. (e.g. railgun, laser)
    1D6+2 DAMAGE
    SkinBurn marks
    Tags
    CUSTOMIZED

    Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.

    INDESTRUCTIBLE

    Impervious to everything; can withstand any amount of pressure or corrosion.

    ALT-FIRE

    This weapon has a secondary component or form which also deals damage, (e.g. bayonet, launcher attachment, sword that becomes a whip).

    Weapon
    Weapon
    Heavy hand (knuckle dusters, etc.)
    1D6 DAMAGE
    SkinCaked with mud
    Tags
    MESSY

    Enemies explode into gore/goo/scrap etc. on ultra successes (in addition to the usual bonus). No identifiers will remain—not even teeth.

    GRIP

    Custom materials and ergonomic design; the referee can never state that you drop this weapon.

    ACCURATE

    Scoped, sighted, or well-balanced; this weapon grants one automatic success when attacking per mission.

    Weapon
    Weapon
    Small bomb (e.g. landmine, pipe)
    1D6+2 DAMAGE
    SkinDragon decals
    Tags
    STUN

    Those damaged by this weapon cannot move or act until their current HP changes.

    REMOTE

    Projectiles (or the weapon itself) can be remotely steered through chutes and around walls.

    POISONED

    When you would roll for damage for this weapon, wait and mark your target as poisoned instead. Next time they’re hurt, roll your DAMAGE and add it to the total amount they take.

    Weapon
    Weapon
    Small blade (pocket knife, hatchet, etc.)
    3 DAMAGE
    SkinBarbed wire
    Tags
    MEDICAL

    Once per mission, you may use this weapon to deal negative DAMAGE, healing the target.

    ARMOR-PIERCING

    Attacks with this weapon ignore ARMOR bonuses granted by physical means.

    ELECTRIFIED

    Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.

    Weapon